This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
Beneath the boundless sky and roaring waves’ might, mariners chart their course through the nights, unyielding hearts guide them, stars their only light.
Mariners’ Saying
This formidable phenomenon in the heart of the sea is born from an astral alignment where a celestial body converges with the Material Plane. This cosmic event stirs the wrath of the sahuagin’s awakened goddess, unleashing a decade-long tempest. At its core lies an ancient magic circle on the ocean floor, from which the sea erupts into a colossal vortex, swallowing all who dare approach.
Beneath the swirling waters, ancient structures tell a story of a forgotten age through faded murals, mosaics, and worn illustrations. The sahuagin, emboldened by their goddess, guard this sacred site, making any attempt to quell the storm perilous. The relentless assault of these sea devils leaves few options: confront them with blunt, effective force to eliminate them for good, or uncover a way to end the astral event earlier, and pacify the blood-thirsty sahuagin and the churning sea.
The Weapons
The heroes reach the heart of the Endless Storm carrying powerful artifacts with them: the Green Claw, a mithral mace cut like a tiger claw; the Magma Hammer, which holds the heat of a volcano’s heart; and the Trident of the Seas, allowing them to command the waves and navigate safely to the storm’s eye. Each artifact offers a unique advantage, but they all have one thing in common: they are the tools to strike true. Only with these weapons can the sahuagin goddess be defeated.
Even if their objective is to appease the goddess and perform the ritual that shall bring everything back to normal, the three weapons shall help them accomplish this.
Adventure Hook
Champions of the Sun. The characters pledge their loyalty to Prince Daelin Solara. They must reach the eye of the storm and perform the ritual that shall reduce the cosmic event’s length from a decade to seconds.
Champions of the Moon. The characters pledge their loyalty to Prince Arion Lunastra. Using everything at their disposal, their mission is to destroy the ancient goddess, the sahuagin, and eliminate all threats.
Level 4 Adventure
- Danger. Unsafe. Check for a Random Event every 20 minutes or after loud noises (4-in-6 chance).
- Vortex. The giant whirlpool has the strength of a hundred seas. Creatures and ships are sucked into the center and abruptly crash at the bottom. The heroes must find a way to descend without danger (see Approaching).
RANDOM EVENT d6 | Details |
1 | A sudden shift in the currents forces the heroes to swim in another direction. They are dragged to another area at random. |
2 | The heroes fail to spot an eel nest on the ground and step on it. The eel zaps an unaware traveler at random (1d6 damage). |
3 | A team of five sahuagin find the heroes and attack. A shark joins the battle in the third round of combat. |
4 | A spectral apparition of a long-lost mariner materializes. The ghost does not speak but prompts the heroes to follow. If they accept, the ghostly mariner takes them to one of the areas 1 (see map). There, they find a ring of ramlaat, and two sharks. |
5 | The sand shifts beneath the heroes’ feet, uncovering a buried chest. It is a mimic that has adapted to life under the sea. |
6 | Echoing chants resonate through the walls, the sahuagin’s battle hymn. The heroes have never heard this. After a few minutes, the heroes start to feel uneasy (DC 13 Perception). On a fail, they become intimidated (Disadvantage on their next check). |
Approaching
Whoever navigates the heroes’ boat must succeed on a DC 11 Perception check. Failing means they are unable to detect the sahuagin raiders. Six sahuagin jump from the water and attack the heroes on their boat.
Next to the storm, the navigator must succeed on a DC 13 Athletics check. On a fail, the ship is slowly pulled toward the center. Repeat the check (DC 14 this time). A second fail means the ship gets caught in the swirling whirlpool. Making it impossible to escape. The ship capsizes and crashes at the bottom 10 minutes later.
Underwater Delving
The characters are aware that the Endless Storm is in the middle of the sea and that the mission demands complete submersion. The princes could provide the heroes with arcane breathers, small devices that go in one’s mouth. They could use a spell that grants them gills for one day. Or perhaps a spell that allows them to breathe magically underwater. Water breathing is not the main obstacle of this campaign and it should not represent a problem for this mission. The GM is free to come up with any other solution they see fit.
Underwater Fighting
The characters must swim to move around and all encounters occur at the ocean’s floor level. Even if the heroes can breathe underwater (see Underwater Delving), consider the following for their combats:
- The heroes can swim at half their normal speed. However, to move at full speed they may attempt to push their limits (DC 14 Athletics). Failure means they are caught in a torrent and do not move at all.
- Slashing and bludgeoning weapons (swords, maces, hammers) have a -2 attack modifier due to the water’s resistance. Piercing weapons (lances, spears, crossbows) work with no penalty.
- The whirlpool forms foam and the currents of water block the vision of non-aquatic creatures. Due to this, visibility is reduced by half.
- Checks that rely on hearing are not only made with disadvantage, they also get a -4 penalty.
- Creatures with half their Hit Points are considered to be bleeding. This means they become the priority targets of any sharks in the area.
1. Four Corners – Entry Points
Four irregularly shaped chambers, each filled with swirling sand, vibrant nautiloids, and delicate shells.
The characters must swim toward the center of the storm. They must let the water drag them in. Each of the heroes reaches a random area 1, most likely splitting the party (see map). This is unpleasant as the whirlpool makes the characters go in circles at high speeds.
Crashing with debris or others is highly probable (DC 12 Acrobatics). On a fail, the characters take 1d10 damage just before reaching the bottom as they are thrown by the heavy currents and crash. Once they reach the bottom, they are free to swim toward other areas.
- Welcome. Two sahuagin are present in each area 1. They fight intruders until slain. However, the sahuagin flee to regroup with others of their kin if they see any of the magical artifacts (see The Weapons above).
2. Ancient Idols
These two chambers feature four imposing statues of ancient idols, each with fish-like bodies and twisting tentacles, their expressions enigmatic and watchful. At the center, an inlaid circle pulses with an eerie, otherworldly glimmer, casting a flickering light across the effigies.
- Circle. The heroes must spend 10 minutes meditating on the circle to activate it. This is required to reach the eye of the storm (see area 5). One sahuagin and a shark companion guard each of these areas.
3. Chambers of Waves
The two larger chambers house six statues, more piscine in nature, with prominent fins, gills, and webbed extremities. At the center, a three-tiered, inlaid, floor pattern, points toward the eye of the storm. This symmetrical arrangement channels an aura of reverence as if the statues guard the floor decor’s mysterious purpose.
- The Pattern. The heroes must spend 10 minutes summoning the arcane energies from each of these magic inlays to unlock the passage to the center (see area 5). The heroes are confronted by two sahuagin and six jellyfish in the north chamber, and they must fight one sahuagin and a giant octopus in the south chamber.
4. Bones in the Sand
Hundreds of bones, partially buried in the shifting sands near the eye of the storm, create a haunting tableau. These skeletal remnants form sad, uneven piles, their bleached, gnawed surfaces jutting out, a stark contrast against the dark, swirling waters.
The massive arcane energy caused by the eye of the storm not only brought the sahuagin goddess back to the Material Plane, but it also shifted the strength of the seas and made the sahuagin aggressive and relentless.
With the heroes’ presence, the wandering souls of the people whose bones rest here, at the bottom of the ocean, felt angered and frustrated. Jealous of their physical bodies, the undead rise. Four skeletons, one zombie, and one wight attack all living things they see.
5. The Eye of the Storm
The eye of the storm reveals a mesmerizing ziggurat structure, its ancient stone elevated and adorned with four rune-inscribed plinths encircling the center. Miraculously free from water, this section stands in stark contrast to the roaring vortex beyond. The muted sound of swirling waters creates an eerie silence, while above, a kaleidoscope of water, foam, and azure skies captivates all who gaze upward.
Swimming here before activating the circles and the dais in the other areas accomplishes nothing. The characters must first visit the other areas and activate them. Only then will they be able to confront the goddess, either to destroy her or to perform the ritual to appease the storm.
- Ritual. A spellcaster must spend 5 combat rounds performing the ritual. The others must hold their ground and defend the caster. The Avatar of the Sea shall attempt to stop them. Each round, two sahuagin jump from the turning waters above to attack. The goddess does not need to be defeated in this scenario.
- Confrontation. The heroes are not here to negotiate or perform rituals. They fight with all their strength. In this case, three sahuagin arrive in each round. The Avatar of the Sea must be defeated in bloody combat.
Conclusion
The characters reach the end of this campaign and face the consequences of their valiant deeds. It is impossible to please the two leaders of the principalities. The heroes cannot accomplish both missions. These are the two possible outcomes of this confrontation:
Champions of the Moon
In a decisive battle, the heroes wield the powerful artifacts to vanquish the sahuagin goddess, shattering her hold over the storm. With her defeat, the turbulent waters calm down, and the remaining sahuagin scatter, their threat extinguished. The artifacts pulse with a fading glow, signifying the end of the chaos. Victorious, the heroes stand resolute, having restored peace to the seas and secured a legacy of bravery, resolve, and glory.
Champions of the Sun
After 5 rounds of combat, in a climactic moment, the heroes successfully perform the ritual, appeasing the wrathful sahuagin goddess. As the final incantation is uttered, the swirling waters of the storm gradually subside, and a serene calm envelops the once-turbulent sea. The sahuagin, now pacified, retreat into the depths, granting the heroes a respite. With the storm abated, the adventurers emerge victorious, their deeds ensuring safe passage for all who traverse these treacherous waters.